Pass the Controller | Latest news, reviews and reviews in video games
  • Home
  • News
  • Reviews
  • Features
  • Videos
  • Forum
  • About
    • Contact
    • Meet the Team
  • Home
  • News
  • Reviews
  • Features
  • Videos
  • Forum
  • About
    • Contact
    • Meet the Team
>

Taken for a Quickie | Telefrag VR

19/7/2019

 
Taken for a Quickie | Telefrag VR - mini review - Pass the Controller

Telefrag VR is a bold new arena shooter from developer Anshar Studios (who we recently interviewed), hoping to bring the intense competition of Unreal Tournament and Quake to virtual reality. We’ve spent some time with the finished article on PlayStation VR, minus online play due to it being pre-release, so let’s throw down the lowdown.

Picture





by Sam Sant

Picture

@SlamShotSam


Picture
Developer: Anshar
Studios

Publisher: Anshar
Studios

Platforms: PS VR,
Oculus Rift, HTC VIVE

Players: 1 - 2
Breakneck pacing doesn’t often translate well in VR - how does Telefrag fare?

Anshar really stepped up to the plate; the classic twitch gameplay of its inspirations is present and doesn’t induce motion sickness – at least in our experience.

That’s largely thanks to quality motion tracking and a range of comfort options, notably the ability to choose between any combination of dash/standard locomotion and incremental/smooth turning. After some experimentation, we found the DualShock 4 with smooth movement and incremental turns to be our sweet spot.

Wait. You wouldn’t recommend using Move wands?

Unfortunately not, no. They give you more freedom, as you can aim your dual-wielded guns in two directions at once, but with movement mapped to a dizzying combination of six face buttons and head tracking, it’s a juggling act at best and a death sentence at worst. 

You can’t really fault the dev team for Sony’s outdated controllers lacking analogue sticks, mind.

Hmm, that's true. So, is it good?

Telefrag VR is focused on presenting snappy 1v1 deathmatches, contested first-to-three kills across five compact maps with five big-ass weapons.
Those firearms are all on different cooldowns (no manual reloads), have two alternative fire modes, plus feature a unique form of weaponisable teleportation. More passively, you can also warp onto designated surfaces to bring a new dimension to fights, perhaps launching an ambush from upside down on the ceiling.

Mix these things together and the result is an experience that is, more often than not, frantic fun.

Sounds great, but just 1v1 deathmatch? Really?

It might sound sparse, but with the game being built around head-to-head play it’s one seriously action-packed tango! Telefrag is also set in an alternate future where the Roman Empire never fell and Gladiators now compete for glory in sci-fi coliseums, which helps to contextualise things.

Moreover, considering VR’s relatively small install base, only requiring one opponent for online matchmaking is much easier to accommodate - especially with cross-play between all major headsets also enabled.

Thumbs up then?

If you’re a fan of 90s FPS games, complete with gravelly announcers, Telefrag does an admirable job of distilling that familiar feel down to fit the VR landscape.

It can certainly be enjoyed solo against bots, as in our case, but online balance is a potential issue due to cross-play. PlayStation players have to choose between analogue movement and independent control of both arms, whereas Oculus and Vive users don’t, most likely placing them at an inherent advantage. If you can, opt for the PC version as a result.
0 Comments

Etherborn interview with Altered Matter

17/7/2019

 
Etherborn interview with Altered Matter - Pass the Controller

We found ourselves quite taken with puzzle-platformer Etherborn after our hands-on preview back in March, so naturally jumped at the chance to interview Creative Director and Altered Matter Co-Founder, Samuel Cohen, about the project on the eve of its launch.

Picture





by Sam Sant

Picture

@SlamShotSam


Picture
Interviewee
Samuel Cohen, Creative Director, Altered Matter
Picture

@SamuelVCK

Where did the concept for Etherborn originate from? Did anything in particular serve as a strong inspiration?
 
Honestly, many, many things served as an inspiration. The most obvious one is other games - so titles like Ico, Journey, Super Mario 64, Mario Galaxy, or Monument Valley to name a few. These all touched us for one or another reason, and motivated us to do something of our own in games based on our personal views and preferences.

We also wanted to use the game as a vehicle for artistic expression, to make something special where we could say and do something meaningful. The concept of shifting gravity was something we had early on, so from there it was a matter of trying to shape the mechanics at the same time with the art, the music and the story, and we did our best to ensure we stayed true to that vision.

Visually, a lot of inspiration also came from artists from the XX and XXI centuries. People like Kazimir Malevich, Olga Rozanova, Eduardo Chillida, or certain architects and installation artists served us to understand better where we wanted to move the game.

As compared to a ‘flat’ environment where gravity behaves normally, how difficult is it to bring one of Etherborn’s gravity-defying levels to fruition?

It’s certainly a massive challenge. The first and then pretty much continual hurdle comes from myself in that I’m the artist behind these worlds, but also the level and puzzle designer. So there was always these two tensions in me during the entire process with a constant back and forth, trying to keep some sort of balance between the two. I wanted the game to look interesting enough to be explored and to suck you in visually, but I also needed the puzzles to be engaging and even a bit challenging to solve. 

​​Another thing that makes it quite difficult is the need to avoid unsolvable situations. We had to thoroughly design, test and then often redesign entire areas or puzzles to ensure players wouldn’t get trapped because they did something in a particular sequence or went somewhere first. And often you don’t see that until you’ve already built a fair part of the level. So to try mitigate this, sometimes I’d even build my ideas in Lego first so I could easily see and manipulate the structures before we spent time and effort putting them in-game.

"I’d even build my ideas in Lego first so I could easily see and manipulate the structures before we spent time and effort putting them in-game."
Early on I realized that when creating a game, you have to think about where you put the limits. In a platforming game, the first limit can even be the direction of gravity. But if you multiply that by six (one per axis), you’re probably going to have a couple of headaches. You can solve that limitation by creating others, like making linear levels, or basing your movements on a stamina bar, or even not making a platformer at all. But with Etherborn, the point was precisely to create ambiguous and explorable stages that would act as navigational puzzles, which means the stages could very easily fall apart due to the tiniest of things. One wall a bit too high, and you may be able to reach it jumping horizontally from the other side of the world. One too short, and you might be able to fall into an unintended platform. So yeah, in the end, many, many hours were spent on each corner of the game because in our case they’d make a vast difference on the end result.

​
We find the game to be a very meditative experience; did you build it with specific intent towards encouraging mindfulness?

I wouldn’t say there was an intention of going towards the specific concept of mindfulness, but I get where this question comes from, because in a way, it intersects with our objectives. We did build the game with the intention of stimulating the players' sensibility, with a kind of design and art that would encourage a less focused play style. If you try to be too stubborn finding the correct paths and the solutions, the game can actually become harder. Since we’ve been watching literally hundreds of players since we started showing the first prototypes at events, we’ve seen an entire spectrum of behaviour and reactions at this point.

And what seems to always get the best results is when players just try to flow with the levels, explore a bit here and there, visualize the landscape in their mind, and try alternatives if their first ideas were not getting a result. Then it’s going to feel far more comfortable and the game should click in terms of “what do I have to do now”. But as humans, we usually don’t operate like this, myself included. We are very stubborn creatures and need answers right away. For this reason, we wanted to use all of the artistic elements of the game to express that you can just take your time, experiment, and figure out everything at a slower pace. The story also talks about the necessity of putting yourself and your world into question, although told in a relatively abstract way, so I think that helps add to the meditative tone.
Picture
Meet the Altered Matter team, who you can learn more about here.
How did you come to work with FoxNext? Have they been involved in the game’s development at all, or only its promotion?

FoxNext were planning on starting their Indie Fund and at the onset were looking around for potential games that they believed matched their vision - games that are innovative and a little different, but already have a bit of a track record. We’d been successful on FIG, won a few awards at events and even had a decent announcement so we had some traction already. But we were constantly in fear of not being able to deliver the finished game to all major consoles and PC at the same time. Their help ensured us more breathing room to finalize the game across all platforms and also time to polish and launch at a better time. They have also helped us with the production and planning for the final steps of development and the release, but full creative control of the game and it’s promotion was with us. ​

With your first project now in the bag, what’s next for Altered Matter?

It’s still a little hard to believe the game is actually out so we’re still stuck in a bit of haze and looking at what the world thinks of our first creation. Depending on how the game does in the next few months will pretty much determine our own future. We have ideas of what we could try next of course, but these are just tiny sparks of light in the back of our minds.  


A huge thank you to Samuel for taking the time to extensively answer our questions during what we're sure is an incredibly busy launch period!

We called Etherborn
"outstandingly clever and effortlessly spellbinding" in our review.
0 Comments

Boundary interview with Surgical Scalpels

26/6/2019

 
Boundary interview with Surgical Scalpels - Pass the Controller

Almost three years ago, Chinese developer Surgical Scalpels announced that they were partnering with PlayStation to bring the ambitious Project Boundary to PS4 and PS VR. Now the tactical, zero-gravity online FPS is back simply as Boundary ​and focused on a standard (non-VR) launch.  We recently spoke to Surgical Scalpels Co-Founder, CEO, and Technical Director, Frank Mingbo Li, about these changes and much more.

Picture





by Sam Sant

Picture

@SlamShotSam


Picture
Interviewee
Surgical Scalpels
Co-Founder, CEO, and
Technical Director,
Frank Mingbo Li
Can you tell us about how being a part of PlayStation’s China Hero Project has impacted Boundary's development? Have Sony been involved in the creative process at all?

Without China Hero Project, it would be really difficult to reach where we’re at now, the support has been hugely vital to us as a small indie developer. Developing on console is different than on PC, [so] CHP resources definitely moved some of the hindering aspects for us in that respect and supported us through its funding initiative.

​Sony has been supportive but did not provide any [input in the] creative process, that’s been left to us and the ideas we want to bring to the game. This is why we love CHP, which supports and believes in bringing a developer's vision to life and to a much broader audience.


The game was previously demoed with full PlayStation VR support; was the decision to move to a standard PS4 release difficult for the team to make? Would you still like to see this as a VR-supported release later on?
​

Boundary has always been designed from scratch as [a] standard PS4 multiplayer game. VR was one of our later prototypes we made back in 2016 when VR tech started becoming very popular. However, because we are a very small team, VR wasn't implemented primarily because time and studio resources . . . meant we could only really focus on one thing, which in this case was to make the game we planned  - a standard PS4 tactical multiplayer shooter.

​But never say never, we’d love to get VR back if we have enough resources. We are the type of developers who love any form of entertainment technology, including VR.
There's an incredible level of detail on display in Boundary's new trailer.
You’ve changed the game's title from Project Boundary to just Boundary since the original announcement - can you offer any insights as to why you made the switch?

Project Boundary​ internally [refers to] a [development] project and was more focused towards the game as [an] actual project we were working on, rather than anything related to a back story or some sort of secret initiative or organisation within the game itself. Changing it to just Boundary made more sense for the full release and kept it simple yet intriguing at the same time.

​What new ideas are you bringing to the tactical FPS genre? Is there anything in particular that PS4 players can look forward to that they can’t experience in other shooters on console?

Well, there’s the Gyro assist aiming system. According to some gamers who tried it [at] PSX in 2017 . . . it was one of the standout features, [since] console gamers can finally play an FPS without fearing PC gamers' mouse advantage.
​
We also [have] a very cool feature which lets you customize the ammunition in your weapon clips between armor piercing, high explosive and EMP rounds. I haven't really seen that level of customization in a tactical FPS so that is something else we're bringing to the table.
Will we ever see Boundary on non-PlayStation platforms?

Yes, we have a vision to deliver Boundary to PC and other platforms if all goes well. We’d love to see Boundary on more than one platform if we’re able to, but right now we want to make sure we are delivering a solid player experience on PS4.

​
Can we still just expect to see Boundary launch sometime in 2019, or do you have a more specific release window to share?
​

The whole team is working very hard in targeting a 2019 street date. We know its a pretty big year in gaming this year and [there's] lots of work for us to do in the meantime, but we’re pleased with the progress so far. ​


Thanks to Surgical Scalpels' Frank Mingbo Li for taking the time to talk to us.

If Boundary sounds like your thing, keep an eye out for its releases on PlayStation 4 later this year. In the meantime, get every details on the game fresh from its (re)reveal.
0 Comments

Synth Riders interview with Abraham Aguero

23/6/2019

 
Synth Riders interview with Retrowave VR/Kluge Interactive - Pass the Controller

VR rhythm game Synth Riders sees players enter a neon-chrome playspace inspired by the '80s and move their bodies to hit notes in time to the synthwave soundtrack, all in a way that's conducive to dance. This has seen the game garner a cult following and allowed the team to support its community with significant post-launch content free of charge. We spoke to Synth Riders' Abraham Aguero about all this and more.

Picture





by Sam Sant

Picture

@SlamShotSam


Picture
Interviewee
Synth Riders Developer,
Abraham Aguero
Picture

@_aben

How’s it been seeing such a positive fan reaction to the Early Access launch of Synth Riders?

It’s been tremendously encouraging, especially with the feedback we have been getting with the hardcore gamers: the streamers and Discord community.

​Anecdotally, I would say Synth Riders is the most streamed rhythm game, next to Beat Saber. The streamers have given us a lot of love, because we listen to their feedback and comments and they have helped us shape the game, which in turn creates a virtuous cycle because they appreciate the fact that we are improving the game because of what they are suggesting.

What first inspired the game? Were you a big fan of music-rhythm pioneers like Guitar Hero and Thumper, or was it VR technology itself that planted the seed?

Guitar Hero was definitely one of the main inspirations for us. Thumper was also a big influence, that sense of movement they created and the speed at which the game takes place.

You’ve worked with a variety of synthwave artists to compile Synth Riders’ soundtrack - can you tell us a bit about that process? Did you just reach out to musicians you’re a fan of? Were they all receptive to featuring in the game?

This was very much an organic process. From the start we wanted to focus on synthwave songs. Before Synth Riders I built an Instagram community, RetroWave VR, which comprises a following of synthwave and 80s video game and film enthusiasts. It was through this group that I knew there was an interest in the 80s aesthetics and synthwave music.

A record label, Newretrowave, reached out to us to build a game to support the release of a synthwave compilation album called Magnatron 2.0. We created a game to support the release of the album, and produced an AR interactive album cover. That project really helped put us on the map with the Synthwave community and we went from there. I had synthwave artists reaching out to me and I also had artists that I was attracted to because I knew their songs would work so well with the game.

​Having just expanded the soundtrack from 16 to 21 songs and introduced a suite of new modes, all via a free update, what are your plans for continued support moving forwards?

We have more music packs lined up as we move forward. We are big believers in giving our fans great value for money, so our plan for the moment is to bring more content to the game, while keeping with our current pricing. However, we also intentionally wanted to help foster a community both in terms of beatmap editors and game modders. We get a lot of great feed from both of these communities who love the ease with which they can create their own tracks or modify the game. This in turn helps us get greater awareness and greatly helps expand the experience of the game.
Courtesy of the same free update, Synth Riders is now the first game to feature native integration of the YUR.fit software - how does it feel to help keep people in good health whilst they enjoy playing the game?  

I think this is a huge evolution for Synth Riders. We were approached by Cix Liv, who not only co-founded YUR.fit, but also the in-game video streaming technology, LIV. Cix noticed the number of Streamers who played Synth Riders and recognized the synergy between playing the game and losing weight. We have always been interested in exploring this VR fitness niche, but Cix is building a whole business around it.

He has a great clip on Facebook that summarizes his vision for VR fitness, which he believes is a game changer because it combines fitness and fun. Players who enjoy active games like Synth Riders or Beat Saber are actually improving their health while they play. YUR.fit now helps these enthusiasts understand the degree to which they are burning calories. Synth Riders is stoked to be working so closely with Cix and his co-founder Dilan who have really helped us on a number of strategic and marketing levels.

Was the fitness element a consideration when development started, or more a happy side effect of the game’s involved motion controls?

Well music and dance was always a central component of our game. From our perspective we wanted our fans to have fun and get fit. YUR.fit wants fans to get fit and [have] fun. There is a subtle difference but the two are very closely linked.

​
Does the success of Beat Saber - a game with which yours shares many similarities - mostly excite or concern you? Is there something which really sets Synth Riders apart from the competition?

This is a question that we get asked a lot. Many people who had not heard about Synth Riders immediately think we are just jumping on the Beat Saber bandwagon. The reality is that we were both developing our games at the same time. Beat Saber came to market about two months before us and it wasn’t until they emerged that we realized the game existed. Personally, I think Beat Saber is a great game. At this stage whatever helps enhance the industry is great for everyone, so to be compared with Beat Saber is a compliment. 

When it comes to the differences between our games I think it boils down to fighting a foe or dancing with a partner. The fundamental difference can be found in the titles of the game. Beat Saber plays off the word beat, which references the rhythm element of the game, but also the boxing component. You [literally] have to beat the game with your saber. With Synth Riders you are drawn into a dance. Because your hands are transformed into orbs [(instead of sabers with some range to them)] it forces you to move more of your body.  Once you begin to master our game you really have to be dancing, you are playing with the game, as if it is a dance partner, you are not opposing it.
You’re currently working on an Oculus Quest release; how’s that coming along? Also, do you have any plans to bring the game to PlayStation VR in the future?

We have done a lot of work getting the game ready for Oculus Quest and if you ask our team it’s pretty much ready to go. We are just waiting for the greenlight from Oculus. When it comes to demoing the game, working with Quest is a breeze because the set up is so simple. Because our game is so active the fact that Quest doesn’t have any wires or cords frees up the player and helps them really get lost in the game, which is huge.

In regards to PlayStation VR, we have been approved as VR game developers and are hoping to have the game on PlayStation by mid to late fall.

As previously mentioned, you’re currently in Early Access - when can we expect to see the full release?

Our plan is to come out with a full release by this summer, when we will have more songs to offer and some other exciting developments, which are currently under wraps. But stay tuned. I promise you won’t be disappointed.


Thanks to ​Abraham Aguero for taking the time to answer our Synth Riders questions!

Check the game out on Steam, the Oculus Store, and Viveport 
​if you're looking to have some fun whilst working on your fitness. Oculus Quest and PlayStation VR fans should also keep their eyes peeled for Synth Riders' impending release on both platforms.

For a chance to win 1 of 5 Synth Riders
Steam keys, enter our giveaway. 
0 Comments

Telefrag VR interview with Anshar Studios

18/6/2019

 
Telefrag VR interview with Anshar Studios - Pass the Controller

Telefrag VR is a no-nonsense 1v1 arena shooter boldly said to deliver "what other studios are afraid to touch". ​Set in a world where futuristic gladiators fight for the glory of a Roman Empire which never fell, inspired by greats like Quake III Arena and Unreal Tournament, Polish developer Anshar Studios are aiming to bring a frenetic and competitive FPS experience to virtual reality whilst preserving player comfort.

Picture






by Sam Sant

Picture

@SlamShotSam


When so many VR games are focused on slowing themselves down for the sake of accessibility, what inspired you to head in the opposite direction and make a “hardcore” arena shooter?

There are several reasons for this decision. While working on [our most recent VR game] Detached and now Telefrag, we . . . wanted to create VR games that provide the maximum amount of [player] experience. The idea for Telefrag came from the fact that we asked ourselves: what would Quake 3 Arena or Unreal Tournament ​
look like in VR? Would it be possible to transfer this unique, intense gameplay to VR?

These legendary games gathered many hardcore players, but the entry level was low and satisfying enough that people played the game. Telefrag VR is similar: the low entry threshold gives a lot of fun and enormous space for mastery.

​​Do you worry that the fast pace and gravity-defying movement might cause motion sickness in some players? Have you found that basing movement on dashes and teleportation, rather than smooth locomotion, helps to prevent that?

Thanks to Detached, we understand the motion sickness problem very well. On the basis of these experiences, we decided to implement in Telefrag VR the so-called dash movement, which aims to reduce the problem, while maintaining the dynamics of the game, which is our priority. However, during the open beta on Steam, players clearly indicated that they expect us to add smooth mobility as an alternative. The request for smooth mobility came from a group of hardcore players. So to keep the . . . accessibility, but also give space to be better and more open for involved players, we've added a second mode of movement!
​
I think the fact that players from the beginning have an alternative to the movement and that the game itself is built (maps, gadgets) to eliminate the effects of motion sickness is the best form of counteraction and we feel that we have done everything we could to make players feel comfortable.
Telefrag VR revolves around 1v1 deathmatch duels, but would you ever consider upping the player count and/or introducing additional modes like capture the flag? 

The most legendary and exciting ([due to] the high stakes) duels in Quake 3 Arena were 1 vs 1. We decided that we would like to submit a tribute to this form of rivalry through our game. In addition, there are design considerations related to VR itself. We do not want the player to feel overwhelmed by the number of stimuli in Telefrag VR, our goal is to make the game fun from the beginning. At the moment we do not have plans for adding new modes, we are completely focused on the essence of our game: intense 1 vs 1
arena shooting.

Big, elaborate weaponry is central to any classic arena shooter, and so far you’ve showcased three guns which meet that expectation, but will there be additional weapons in the final game?

As you rightly noticed, the rich, interesting arsenal is one of the basics of FPS games. It will be the same in our game. 

There are two more weapons ahead of us. The first of these is the Laser Pistol, which is the perfect weapon for all those who value precision. So if you loved Rail Gun duels in Quake 3, then this is definitely a weapon for you. The last weapon from our arsenal is [the] Particle Cannon – this weapon shoots a straight, continuous lightning bolt punishing anyone foolish enough to stand out in the open. Come in too close, and the alternative mode will snap and follow you. You can thank Quake 3's lightning gun for that treatment 
​
To sum up, in Telefrag VR, players will have five weapons at their disposal, each with two shot modes. And another one… you can use [two] weapons (one per hand) at the same time. This allows for more variety of attack during moment-to-moment gameplay. Just imagine it, shooting at the opponent with one weapon and firing the teleport with the other to change position.
You can also check out Weapon Showcase Series videos for the Plasma Rifle and Rocket Launcher.
​We’ve only seen one map so far; can you share any information on any of the three as-yet-unseen maps you’ve teased on the Steam page?

[An upcoming] teaser which we have prepared reveals a bit behind the curtain [on] the remaining battlefields. In order not to reveal everything, but also [further tease] the secret, I will mention that the next maps after Fallen Champion, which you could see in the Announcement Trailer, will be: Mobius Villa and Lazarus Grotto.

Mobius Villa is the perfect reproduction of the ancient architecture of Rome. The traditional Roman domus contains specific elements like peristyle, atrium and beautiful sculptures on every corner. It's slightly different from Fallen Champion, [where] construction was focused on wide-open spaces. Here, we are dealing with a completely different picture of the futuristic Roman Empire - Calmness and prosperity can be seen at first glance.

Lazarus Grotto: Do you remember Dagobah from the most popular movie saga? . . . This comparison perfectly reflects what can be found on this swampy planet. Dirty wetlands arouse anxiety, so you better [not] leave the playing field. Nobody knows what can be hidden in the nearby wetlands. The arena winds around a rock formation, which allows you to fight on several levels. 

But these are not all galactic battlefields. Closer to [Telefrag VR's] premiere we will reveal more.


In what ways has your previous VR game, Detached, helped in shaping Telefrag VR?

From the design side, thanks to our previous game, we have understood the problem of motion sickness and how to reduce it, as well as how to create maps to maintain the proper, but also clear dynamic gameplay. 

With Detached, we've been at the biggest gaming events, thanks to which we've learned to better observe how players play and how to ask them about feedback so that they do not give us only compliments, but accurate information. The fact that our previous game for some time was in Early Access taught us how to work with the community.

Finally, thanks to Detached, we knew what we did well in the game, but also the areas in which it required better quality. In a nutshell: without Detached, Telefrag was never there!
​Telefrag VR is launching simultaneously on HTC VIVE, Oculus Rift and PlayStation VR with cross-platform multiplayer - does that extend to the PS VR version, or is it just between the PC headsets?

We decided on full cross-play. We really want all VR enthusiasts to be able to play with each other regardless of the platform. There is no denying that the simultaneous premiere with the cross-play function from the beginning is a huge challenge for our company, but also an exciting learning
experience. Keep your fingers crossed for us, especially for the QA team!

Are there any plans for an Oculus Quest release?

I must admit that at the moment we do not have such plans. If something changes, of course, we will inform you!

Are you able to narrow the release window yet, or can we still just expect to see Telefrag VR launch at some point in 2019?

The premiere is very, very close! Telefrag VR will be released this summer, as you've noted on several platforms at the same time - this is our goal and we are totally focused on it.


Thanks to Szymon and Jakub from Anshar Studios for taking the time to answer our Telefrag VR questions.

If you're interested in their virtual reality arena shooter, be sure to wishlist it on Steam and keep an eye out for it on the Oculus and PlayStation stores.
0 Comments

Taken for a Quickie | Venture Kid

13/5/2019

 
Venture-Kid

Having begun life on Steam and iOS devices, FDG Entertainment’s Venture Kid made its console debut earlier this month on Nintendo Switch. Join us for another quickie as we take the retro-inspired platformer for a spin.

Picture

by Liam
​Andrews

Picture

@pass_controller

Picture
Developer: FDG Entertainment, Snikkabo AS
Publisher: FDG Entertainment
Platforms: Switch, Steam, iOS
Players: 1

Retro-inspired platformer on Switch? Go on...

​From the charming 8-bit visuals to the simplistic controls, Venture Kid is a game that harks back to the NES era, taking a hefty dose of inspiration from classic titles like the original Mega Man.

Whilst it may feel a bit basic by today’s standards, a catchy soundtrack and tight gameplay more than make up for the lack of frills as you try to help Andy on his way to victory.

Andy? Who’s Andy?


​He’s the titular Venture Kid, of course! At least, that’s what we gleaned from the rather short and confusing opening cinematic.

Don’t concern yourself too much with the story, all you need to know is bad guy done bad and you’re out to stop him with your radical platforming skills.

Fair enough. Who’s the big bad, though?

A bloke waiting for you in his space fortress, but you’ll need to beat eight other diverse levels and their bosses before the final showdown, which is no mean feat.

Both levels and boss fights start off relatively easy, but there are more than a few in the mix capable of inducing controller-chucking rage!
Eek! Sounds frustrating.

​Don’t worry too much, as after every victory you’re given a new toy to aid in your quest, and perks such as extra lives or additional hearts can be purchased at any point (except during boss fights) using orbs collected within levels.

Would you recommend it, then?

​Yeah. It’s pretty short, taking us just over two hours to reach the final level, but hidden collectables and additional Switch-exclusive modes (Survival and Boss Rush) offer some extra staying power.

Venture Kid is also cheap as chips at £8.99, and potentially even cheaper if you already own an FDG staple in Blossom Tales: The Sleeping King, Oceanhorn or Monster Boy and the Cursed Kingdom.
0 Comments

Taken for a quickie | Jon Shafer's At the Gates

31/1/2019

 
Picture

Welcome down to the paradise city, where we’re pumping At the Gates in our latest quickie.

Picture
by Rob Holt
Picture

@acousticmagic

Picture
Developer: Conifer Games
Publisher: Conifer Games
Platforms: PC
Players: 1
Erm, who’s Jon Schafer?

He’s a former Civilization designer/programmer/guru, lending his name to the project for the gravitas it adds to any turn-based tactics game.

Turn-based tactics, you say?

Aye. You’ll be forming a clan, building up a settlement, bashing the Romans, and managing resources in this brave new (Kickstarter-funded) world.

Sounds like it might be a bit dense?

The genre’s somewhat niche (there aren’t many “casuals” who drop in for a spot of the ol’ Tropico), so the short answer would be yes, it is. Those of you who are new to the genre, or making their first steps back after a long hiatus (see yours truly), be warned: much reading and many menus await thee, and the pace of the game is certainly on the slower side.

You are warned during the opening segment that ATG is hard as peanut brittle in the early stages, before you find your footing in the world, so do bear that in mind.
Alright. How does the blighter play? 

Exactly as you might expect, especially if you’re familiar with Civ. You’ll be constructing your clan, learning new professions and skills, expanding your horizons, meeting and fighting other factions, plus loads more. 

The game is still in its early-ish stages, mind, so watch out for bugs and crashes (we’ve already had a few of those). 

How’s the presentation?


Really lovely, to be honest. The map’s rendered in a beautiful, hand-drawn art style and has neat touches like concealing undiscovered areas under tea-stained map paper. You can add to the pile fabulous character drawings, some solid sound effects, and musical interludes that all round out the charming audiovisual package nicely.

Is it accessible, or do diehards only need apply?

Colonel Indecisive says it’s a little bit of both. Yes, it’s dense, and the opening hours might feel impenetrable to a complete layman, but persevere and you’ll find a decent game full of things to explore and get lost in. At £25, this definitely isn’t for everyone, but it’s worth a punt if you’ve a taste for the turn-based.

Bring on the crash fixes, too, Jon-boy!
0 Comments

Rob's 2018 Christmas Stocking Stuffers

20/12/2018

 
Picture

Christmastime, beige platters and booze, enough of Dad’s jokes, I’m off for a snooze… It’s that time of year again, folks: tubs o’ Twiglets, too many choccos, and wondering what to get that discerning gamer in your life. Luckily for you, we’ve got that last one covered!

Picture
by ​Bobby Ho-Ho-Holt
Picture

@pass_controller


My Arcade Micro Players

We were lucky enough to be sent two units from the latest Data East-themed batch of Micro Players: clunky, dated fighter Karate Champ, and the absolute arcade classic, Burger Time.

Both machines are adorned with fun stickers on the sides, removable joysticks - allowing use of the d-pad underneath - decent colour screens, solid buttons and satisfyingly clicky power switches. The units also feature headphone jacks (thankfully, as we know a few people that get agitated by vintage arcade audio tones) and a pair of power options, those being four AA batteries, or micro USB. We should add that neither are included in the box.
So, they look the part, but how do they actually play? If we’re being honest here, these things are a nostalgic bit of fun not designed for lengthy play sessions, and that shows. You’ll need to rest the unit on a book or desk, adopting either a classic, claw-like grip or, if your hands are smaller, a modified gamepad grip to play the games.

As mentioned above, the screens are plenty good enough and the sound from the rear speaker gets the job done too. We’d definitely recommend playing with the d-pad instead of the poor screw-on stick though, as the controls are much more precise, which is absolutely blinking vital when assembling cuisine in Burger Time. Emulation fascists will also be pleased to hear that everything runs smoothly.

No, these aren’t handheld behemoths, but the £25-30 RRP reflects this. If we were to find one of these in our stocking this year, we’d be well chuffed - just make sure it's the likes of Burger Time or Bad Dudes, yeah?
Xmas Stocking Stuffers - My Arcade Micro Players
4/5 figgy puddings

​
Retro-Bit Super Retro-Cade
Well, this one was a real find. Throw the PlayStation Classic away, retire the SNES Mini, and get stuck into an arcade emulation machine with a world of expansion opportunities.

​
Included in the fabulously decorated box are 90 - yes, 90 - arcade and console titles from the likes of Data East, Irem and Capcom that were popular during the late 80s through to the mid 90s. Add to that two SNES-style controllers, and you have a decent package straight out of the box. The whole thing is worth it for Magical Drop and the SHMUPS alone, if you ask me…

Victory in the mini-console wars is achieved, however, with the ease that one can customise the Retro-Cade, simply by loading games onto an SD card and then banging it in the back. Brilliant! 

4.5/5 mince pies

Northgard
Platforms: PC
The last time I really got into a strategy game was late 1999, when Command & Conquer launched on my beloved N64. I’ve flirted with Civilisation, and given a cursory glance to Tropico, but Northgard really is up my street.

A good old RTS game set in a Norse world of Vikings, Northgard tasks you and your band of Northmen with plundering a new continent, building bases and conquering foes. You don’t need a roided-up PC to play it either, and it’s ruddy good value at £24 on Steam.

4.5/5 toy viking warships

The Videokid
Platforms: PS4, Xbox One, Switch, PC
Imagine a combo of 80s arcade hit Paperboy and Hipster Whale’s mobile smash Crossy Road, and you’re pretty much there.  A pop culture-packed arcade-athon, The Videokid will appeal to people who grew up in that glorious age of gaming, as well as youngsters with a love of all things instant. 

It’s under £4 across the platforms, so perfect for stuffing that digital stocking!

Tech-decks/5

Owlboy
Platforms: PS4, Xbox One, Switch, PC
A charming independent adventure game that provokes memories of many 16-bit,  side-scrolling classics, Owlboy possesses gorgeous art, amusing dialogue and a signature mute protagonist. Our personal highlights are the excellent orchestral soundtrack, vast dungeons, big bosses and fun-fuelled flight mechanic - imagine Nights into Dreams funnelled through Nintendo-vision!

4.5/5 pixelated Santas


Will you be picking any of these suggestions up as last minute prezzies? Perhaps you're hoping to receive one yourself? Let us know in the comments below.

Regardless, have a great Christmas and we'll see you back here for more stocking stuffers in 2019!
0 Comments

Taken for a Quickie | The Gardens Between

18/12/2018

 
Picture

As we hurtle towards 2019, there’s time for one final quickie of the year, with puzzler The Gardens Between our lucky recipient.

Picture
by Rob Holt

Picture

@acousticmagic

Picture
Developer: The Voxel Agents
Publisher: The Voxel Agents
Players: 1
Platforms: Xbox One, PS4, Switch, PC
Is it standard puzzle fare, then?

Not in our book, folks. From the outset you’re greeted with ethereal music, the patter of pouring rain, beautiful graphics and an intriguing time manipulation mechanic that helps to set the game apart. The simple one stick, one button controls really free you up to enjoy the expressive story of two friends and their shared memories.

It certainly is a looker!

The Gardens Between is as much a work of art as it is a game. The exquisite combination of pastel colour palette, soft cartoon visuals, top-class sound effects and stunning ambient music (kudos Tim Shiel, what a soundtrack) combine to create a celestial, moving and relaxing experience that we adored.

How does it play, though?

Each memory is split into a few separate puzzle “islands”, where you’ll need to use keen powers of observation to pick up on changes to the environment brought on by the passing of time, which occurs as you move the leading duo backwards and forwards through it.

It’s this glorious time control feature that provides the “eureka” moments present in any good puzzler. Working out how to close and open flowers that hold, or snuff out, the light required to power your lantern and finish each level is brilliant, as is learning how to minutely manipulate elements within a level, such as falling dinosaur bones or VHS tapes, allowing you to reach vital new sections.

​
Sounds good. Anything to be wary of?


The price tag (~£16) is arguably steep for a few short hours of entertainment, so those of you who aren’t massive puzzle or melancholic narrative fans might want to wait for a price drop.
With that in mind, does it come recommended?

If you’re fine with the price (or subscribe to Xbox Game Pass, where it’s available at no extra cost), then yes. The Gardens Between has a gorgeous art style and exemplary soundtrack that blend beautifully with simple, effective gameplay to create one of our favourite sleeper hits of 2018. We’ll definitely be keeping an eye on what developer The Voxel Agents have planned next!
0 Comments

Taken for a Quickie | Overcooked! 2: Surf ‘n’ Turf DLC

30/10/2018

 
Overcooked!-2-Surf-N-Turf

We’re back for another quick one as we get to grips with Overcooked! 2’s new Surf ‘n’ Turf DLC. Are its levels fun in the sun, or all washed up? Join us on a culinary adventure to tropical climes.

Picture

by Liam
​Andrews

Picture

​@pass_controller

Picture
Developer: Ghost Town Games
Publisher: Team17
Platforms: Xbox One, PS4, Switch, PC
Players: 1 - 4

A trip to the Tropics, you say?

​That’s right. After accidentally raising the unbread, the Onion King and his pooch, Kevin, have been benched by the Culinary Council and sent for some R & R on a remote island resort.

Your job is to help get them back in the Council’s good books by mastering the island’s new recipes and introducing those delights to everyone back home in the Onion Kingdom.

What kind of delectable treats are there?

As you may expect, new recipes found in Surf ‘n’ Turf reflect the DLC’s summer-themed setting, with tropical fruit smoothies and kebabs on offer, as well as some fruity twists on old favourites.

There’s also a few new gadgets that help keep gameplay fresh, such as water pistols. These sometimes take the place of a kitchen sink, adding another element of teamplay to washing up by requiring players to further coordinate with each other across already challenging levels.
Don’t be fooled by the setting - Surf ‘n’ Turf is no vacation.
Challenging? I thought this was supposed to be a holiday resort!

​Don’t be fooled by the setting - Surf ‘n’ Turf is no vacation. Aside from the water hazards and infuriating, obstructive conga lines, score limits on levels seem absurdly high.

Even with a fellow Overcooked veteran in tow, we struggled to gather the stars needed to unlock subsequent levels, with plenty of replays required to refine our technique and get near those higher scores.

While mastering levels is, arguably, part of the fun, more casual gamers such as partners and kids may struggle with the opening few levels’ difficulty spike.

Is it a recommended dish?

If you can gather together the two or three capable bodies needed to overcome the higher scores, then yes, it is. It’s cheap, the new setting is a lot of fun, and, if you’re good enough, there’s plenty of content to tuck into.​
0 Comments
<<Previous


    Read More

    News
    Reviews
    Videos

    Comment Here

    Picture

    Categories

    All
    A Gamer's Guide To Life
    Community
    E3 2018
    Event Coverage
    Feature
    First Impressions/Quick Look
    Head To Head
    Indie
    Interview
    List
    Opinion
    Preview
    Real Life Story
    Team Talk
    Video


    Archives

    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018
    May 2018
    April 2018
    March 2018
    February 2018
    January 2018
    December 2017
    November 2017
    October 2017
    September 2017
    August 2017
    July 2017
    June 2017
    May 2017
    April 2017
    March 2017
    February 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    July 2016
    June 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016


    RSS Feed

Pass the Controller

News
Reviews
Features
​
Videos
Forum
About

The Forums

Gaming Discussion
Xbox
PlayStation
PC Gaming
Nintendo
Off Topic
​Achievements and Trophies

What is PTC

About Us
​Meet the Team
​
Contact Us
OpenCritic
Find our reviews on OpenCritic
vrgamecritic
Find our reviews on vrgamecritic
© COPYRIGHT 2014-2019 PTC / JMP.
​ALL RIGHTS RESERVED.